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Renver

Corporal
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Aug 14, 2018
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I think that the system with 3 levels of priority is too simple.
There have to be at least 4 levels, to game, to be effective enough.

Let's say I have two domes and three buildings. The domes are connected.
DOME#1 - research_lab1 and farm, with a lot of free home slots, and free-work slots
DOME#2 - research_lab2 with a lot of free home slots, and free work-slots too.


in DOME#1 I have a lot of scientists and some others (technicians, doctors and no-specialized...)
I need that research_lab1 have to be fully operational, so I choose "Only qualified employees" and I set Prior to lvl 3, it is important, I want for citizens to come here at first place.
I also need farm to be fully operational, but I have no Botanics, so I choose "All employees" and I set Prior to lvl 3 too.

in DOME#2 I have few scientists, and some others.
I need that research_lab2 to be as important as research_lab1, I choose "Only qualified employees" and I set Prior to lvl 3.

Summary :
research_lab1 - 9 slots - 9 scientists
farm - 7 slots - 2 no-specialized, 2 technicians, 3 scientists
research_lab2 - 9 slots - 6 scientists, 3 empty

This won't be present if there was 4 level priority. Then I will have two research_lab at lv. 4 with full employees, and farm with lv. 3 with full staff in which none of them will be a scientist.
And lower priority from 4 to 3, and from 3 to 2 is not the case, because at 2 priority works all semi-needed (like shop, dinner, services). And about priority 1, is the lowest, only in case, you don't really want something.

When you have a lot of Domes (but min. is 2 as You can see) it is a pain in the a**.

And I'm not even saying about the rest of people-jobs-homes-domes nonsense, just about priority switch.


I was trying to describe it as clear as I can. I hope it is.
Agree?
 
The real problem is that the priorities are not only for deciding where people are needed, but also which domes/buildings are receiving energy/water. You have to put all domes and farms on priority 3 for not having cold/asphyxiation/bad harvest... penalties in case of a malfunction and all other buildings at priority 2 at max. This game is too poorly implemented to be considered a management game. You do not have any management tools at your disposal, you will see it soon.
 
And, that same button is for how often the building will going to be visited by drone to give/take resources.
And, that same button is for how often the building is maintenance, how long the line of dust process will proceed, until fixed.
I know, but I have point the most (for me) irritating thing.
As we are talking, it comes out, that this button does everything heh.
And if something is for everything, then it is for nothing. That little fix with priority will ( a little bit ) solve some bad mechanics, but it is still fixing a broken rope with shoe laces...
 
Yes, losing a harvest because a farm lost water for a few seconds because it has normal priority sucks.
A different priority setting for workers, maintenance, consumption (water, electricity, and resources) would be best